Last time in Belswick, the group dug into an underground complex to save their buddy Mike from demonic possession. This session, they discover there's worlds of weirdness down below.
Excerpt from the travel logbook of the Nobledwarf Shams
Metalgrog
Rumours of impending surface war slither
down the tunnels. This threatens our trade routes and so finding a safe new route
is the most honourable task bestowed upon me. We set out with nine in our party
and the first leg of the journey was without incident.
The difficulty started when we reached some
badly built corridors, no real craftdwarfship went into it and that showed. The
first two dwarfs were lost to the collapse of such a wretched passage. We will
have to pay the families of LiliHammer and DaisyStomper. Their loss is mourned.
The further east we went the greater our
loss. Axl Ferrose and Kevin were pulled into the heights by sticky threads, and
LotusKnocker and CactusSipper disappeared into the dark after a loud growling
suddenly was heard close by.
Also lost to us was Dan Delying, sage and
holder of the list of goods and requirements. His disappearing while away for a
pee break was awkward. The smell in the area he disappeared from was slightly
mouldy and I am sure the little mushrooms that were growing in the corners were
not there before. Now only I and my retainer Nicolas are left to carry on.
Mummy can we go to the library
The uncertainty about the lives of our
party eats at me, but we have to finish our task. Hopefully along the way we
will be able to strike beneficial agreements to reach our goal and get our
compatriots back. We have moved slightly quicker these last hours, but we have
finally a need to rest a bit. We reach a room that looked like it was once a
library. It will suit our purpose.
The library looks extensive. It appears
made for giants, or parts of it do. Perhaps magic caused part of the site to
grow, or shrink. There are bustes of some famous sage and murals of how this wise one tracked and trapped a priest who stole the secrets of heaven (good, the texts indicate) and went mad with the power (useful, but best kept until a time of the snakefolk's choosing. Hency, many experiments to bind and capture this Umtak Ktharl.) Mummies of ancient
snakefolk are busying themselves with the restoration of books. They leave us
alone as long as we are quiet.
Quick sketch of the area by Franky the dungeon bug / dungeon merchant. |
We meet one called Anthony - greenish eyes, claw-like
nails, grayed skin, smells like dead meat, is looking for his buddies. He eyes
us in the light of our candle. A fragile compact, that could be broken by the
least of incidents. His gaze is feral and hungry. I do not trust him. Before we
can put this delicate balance to the test, Nicholas hears the sound of voices
on the other side of a gigantic door. Anthony flees down natural tunnels
through a crack in the walls. I do not believe I have seen the last of him.
Shams is a new character played by my wife; she's meeting up with the rest of the group who are trying to find their runaway druid buddy Mike. Said druid has been temporarily taken over by the devil Buddy after making a deal to return the party back to life. Buddy has let slip that he's on earth to "deal with a priest."
This underground site of the Du'van snakefolk is based on Dyson's Frog Reliquary map. I've increased the scale so that every map square is 100x100 feet, and added colour to show factions' span of control. Underground dungeon time is strange, my players have discovered. Here time flows faster than above, and space has increased. Time for a new ecosystem to pop up: sentient fungi, enormous spiders and giant lizards now fight the undead in the side areas for living space. These side spaces are quite dangerous and heavy in loot, but the party seems to be uninterested so far.
The enemy of my enemies
The party that crawls under the giant door are
the first people here that don’t immediately want to kill me and mine. They are
also looking for a member of their party, a weird and evil rat type creature.
The group consists of:
- A Priest of the Authority - a hint of unctious cleric and a voice that seems trained to project like a bard. He does not heal and does not inspire.
- A tall shark man - smells like he might cause trouble, though not clear for whom. He keeps griping about his time running out, wanting an amulet off the priest and needing to return underwater to complete his transformation.
- An elf - what more needs to be said.
(Absent due to flu: Guy the wizard, Mike&Sydney the druid&sorceror. Mike/Sydney's player will skype in later in the evening to join part of the spider combat - having a player join via cybertube is a first for us!)
Information in the library
The giant map on the library wall shows
clearly that this abomination of a structure is somehow connected to the ancient
dwarf tunnels that criss-cross the Snake Mountains. The collapsed tunnels we
encountered were clearly were this obscenity of a complex had encroached upon
the great dwarven roads. I blame myself for not seeing this sooner.
We join forces to find those we have lost. Delving
in to the fungal growth we find "heyheyhey it's your boy Franky!" an
enormous cockroach (I will not judge upon his form) with all the information
and all the greatest deals. Have engaged him in friendly trade. If any trade
route is to run through here he will come in very handy.
Communication with this creature was
interesting and disconcerting, as it appears to happen telepathically through
the spores I have inhaled from a small mushroom in his pouch. Long term effect
will have to be assessed.
Frankieboy has agreed to take us to the
nearest dwarf that is still alive through the safest route. This was only
partially correct. Our party ran into a floating tentacled fungal sac. It was
slain by the shark man, but not before I was struck by its tentacles. Verily
these caves contain things I was not prepared for. Luckily my traveling armor
proved up to the task. For a next venture I might need to bring the full set. Our
roach friend reappeared after the battle was done and continued guiding us to
the throne room of the Shroomian Queendom.
Fun guys
(To paint a picture: a large chamber with
mood lighting fungal growths, all kinds of mushroom people scattered throughout
the area. A lot of spores in the air and the denizens seem to be tripping balls.
On a large and slightly squelchy throne the queen is seated. She speaks in the
voice of a true Californian valley girl. The DM had so much fun faking that vocal
fry and wants nothing more than to leave this NPC behind. We chat her up for
the better part of fifteen minutes before we leave.)
Ordinarily I do an NPC's first few lines 'in character', then drop to my normal voice. We've been watching a lot of Critical Role, so I thought it could be worth the effort to stay in-character for some NPCs. Frankie was easy to run, Her Shroominess decidedly less so. You try to do a disinterested valley girl with thick vocal fry in Dutch.)
From |
Her Mouldiness was mostly interested in
keeping the mellow going. Anyone that was found to be, as she said, harshing
the buzz was declared fungi (or persona) no grata. At this moment I was
incredibly appreciative for those dreary formal lessons in etiquette. It
allowed me to immediately grasp the important things that drive this strange
society. Drug use is not something we embrace in the halls, but this community seems
to depend on it.
We encounter here two of my party I had
thought lost - and have decided to write off again. LiliHammer and DaisyStomper
shamble towards us, fungal growths streaming from their mouth, nose and ears.
They fell and were, like, made use of, as the shroomians explain in their woozy
mind speach.
My sage was seated near the queen, and
considering his harshing influence the queen was more than happy to give him
back to us. No trade with this Fungination will be forthcoming, they appear to
not want for anything. Not sure if this will change in the future. However I
have negotiated the beginnings of an understanding and safe passage will be
granted us, which includes one of the queen’s citizens as our guide. This large
Shroomian will bring us to the ‘creepies’ above that we have promised to take
care of in our agreement with the queen. I have hope that two of my compatriots
will be found here.
Party in the web
The spider lair comes into view with the
familiar detritus of webs and remains. A few cocoons are visible on the ground,
I pray to find two dwarves alive in there. Right before we enter the lair my
new friends are joined by one of their party. Sydney - a dragonborn who is not
all flash, but he is better off keeping it in his robes.
The battle was long and harsh, but the
spiders were scattered and defeated. Dan proved his sageness by throwing
firebolts. The shark man’s rage burns and makes for good spider barbecue. The
cleric shows great proficiency in scaring spiders and I have seen him split a ghostly
spider from its soul, killing it effectively.
The highlight of this battle was performed by
Sydney, as he struck killing blow to the spider queen in the form of a
heart-shaped orb. He appears to want to woo me. His priorities will need to be
righted soon. In a strange turn of magic events, which I do not claim to
comprehend at all, the dragon-born, transformed temporarily into a potted
plant. He was tended to by members of his party (though the cleric does not
attempt to heal him, this is strange), and my immediate goal was to get to the big
cocoons scattered around the area and find my brothers. Axl Ferrose was in the
first of the cocoons, he was understandably angry. I’m sad to say that Kevin
did not make it, I found his lifeless body in one of the other cocoons. We will
need to compensate his family for this loss.
Our end of the bargain upheld, we returned
to the Shroomian queen. She was less than pleased to once again have our harsh
personages in her space, but was happy to be rid of the spiders for now. Our
Shroomian guide is ordered to the swamp to relax - apparently his proximity to
our harshness has rubbed off on it. And he is to take us with him. The swamp
supposedly has two more of my brothers, and is closer to the Great Prison that
seems to have been the destination of the druid Mike.
I do not know what the next days will
bring, but I have hopes that with my new friends I can get through them. I
still have hopes of finding a safe trade route, though there are a significant
number of unpredictable parties in these tunnels.
Loot:
- sturdy grey woolen cloak with flame sigils in golden thread, resist fire: 700gp
- silver cup 60gp
- pouch of ancient coins 80gp
- key stones with snakes on them (hexagon with elven number 8, triangle with elven number 7. Tilbord the priest and Lomin the Elf seem perturbed - didn't the snakefolk predate the Elves?)
It bears repeating: all the stuff found in this dungeon is the rightful property of the lord on whose land the group is trespassing. Which means that barring smooth talking or stealthy passage, they won't get to keep any of this without trouble of some kind. Taxes, weregild, a declaration of poaching - it's all in the cards.
If the band ever makes it to the surface again, that is. I feel the Veins opening up beneath this dungeon complex.
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